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0Cold Iron Fetters004-131 standard action0V, S, M/DF (miniature cold iron shackle)1no0-10-1000cleric/oracle 5, inquisitor 4, occultist 5, ranger 3, shaman 5, sorcerer/wizard 5, summoner/unchained summoner 4, witch 5Legacy Of The First World01105-100004Cold iron shackles materialize around the target's limbs, reducing each of the target's movement speeds by half. Any flying target has its maneuverability worsened by two steps (from good to poor, for example, to a minimum of clumsy maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron and magic, it is unable to use supernatural or spell-like means of movement (such as dimension door, teleport, or tree meld) for the duration of the spell.00one creaturecreation001 round/level (D)-104medium (100 ft. + 10 ft./level)

Cold Iron Fetters

School conjuration (creation); Level cleric/oracle 5, inquisitor 4, occultist 5, ranger 3, shaman 5, sorcerer/wizard 5, summoner/unchained summoner 4, witch 5

CASTING

Casting Time 1 standard action
Components V, S, M/DF (miniature cold iron shackle)

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets one creature
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell Resistance no

DESCRIPTION

Cold iron shackles materialize around the target's limbs, reducing each of the target's movement speeds by half. Any flying target has its maneuverability worsened by two steps (from good to poor, for example, to a minimum of clumsy maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron and magic, it is unable to use supernatural or spell-like means of movement (such as dimension door, teleport, or tree meld) for the duration of the spell.

NULL500505-13conjuration-1005-10-100-1551-1-1-1NULLReflex negates0-101

Cold iron shackles materialize around the target's limbs, reducing each of the target's movement speeds by half. Any flying target has its maneuverability worsened by two steps (from good to poor, for example, to a minimum of clumsy maneuverability). Additionally, if the target has DR/cold iron or DR/cold iron and magic, it is unable to use supernatural or spell-like means of movement (such as dimension door, teleport, or tree meld) for the duration of the spell.

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